//=============================================================================
// Claw Alt Fire
//=============================================================================
class ClawAltFire extends ClawFire;


//=============================================================================
// ServerPlayFiring
//=============================================================================
function ServerPlayFiring()
{
	if (!TFClaw(Weapon).bCanPlayFiringAnim)
		return;
	if ( ChaosWeapon(weapon).Count == 0)
		Weapon.PlayOwnedSound(Sound'TFMedia.Lasermine.lasermine_singlefire',SLOT_Interact,TransientSoundVolume,,,,false);
}


//=============================================================================
// PlayFiring
//=============================================================================
function PlayFiring()
{
	if (!TFClaw(Weapon).bCanPlayFiringAnim)
		return;
	if (FireCount > 0) {
		if (Weapon.HasAnim(FireLoopAnim))
			Weapon.PlayAnim(FireLoopAnim, FireLoopAnimRate, 0.0);
		else
			Weapon.PlayAnim(FireAnim, FireAnimRate, TweenTime);
	}
	else
		Weapon.PlayAnim(FireAnim, FireAnimRate, TweenTime);

	if ( ChaosWeapon(weapon).Count == 0)
		Weapon.PlayOwnedSound(Sound'TFMedia.Lasermine.lasermine_singlefire',SLOT_Interact,TransientSoundVolume,,,,false);

	ClientPlayForceFeedback(FireForce);  // jdf
	FireCount++;
}


//-----------------------------------------------------------------------------
// ChangeMode
//	Switches firing mode to match weapon's ammo type.
//-----------------------------------------------------------------------------
function ChangeMode(byte MyCount) {
	Switch (MyCount) {
		case 0:
			ProjSpawnOffset.X=20;
			ProjSpawnOffset.Y=9;
			ProjectileClass=class'ClawFiremineAltProj';
			bRecommendSplashDamage=false;
			BotRefireRate=1.0;
			bSplashDamage=false;
			bTossed=false;
			break;
	}
}

defaultproperties
{
}
